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Posted: 27 May 2006, 14:42
by BigSteve
I just tried the cruise missile in game (tac nuke) is it supposed to fire at the full range indicated by the red band? because it would only fire at about 3/4 the distance shown by the range indicator.
Posted: 27 May 2006, 14:42
by krogothe
Seaplane swarmers are even better ^_^ they cost 62 m and do a nice 200-300 damage in a single pass!
They pwn planes, commanders, mechs, bases, anti-air... i bet they could shoot down nukes if you micro them enough.
Also, a hllt kills the same number of pewees as the flame lvl2 swarmer tower, which is 6x more expensive. With heavier units the hllt kills even better, effectively making it a retarded unit
Posted: 27 May 2006, 14:52
by BigSteve
yeah id agree krogoth, hlts definately pack too much bang for their buck,
Posted: 27 May 2006, 14:56
by NOiZE
Another error:

Posted: 27 May 2006, 15:15
by krogothe
BigSteve wrote:yeah id agree krogoth, hlts definately pack too much bang for their buck,
I think theyre fine, its just the swarmers suck major dick (but yeah a hllt does a lot more dmg than a hlt)
Posted: 27 May 2006, 15:59
by BigSteve
hmmm never used the swarmer turret, does it do more damage over a group before going down than the hlt?
Posted: 27 May 2006, 16:02
by Machiosabre
its really spreads the fire around so you get a nice aoe, thered have to be a ton of units attacking for it to be cost effective though.
Posted: 27 May 2006, 16:16
by Caydr
Just so everyone knows, once the next version of Spring is out, I'll have to release another new version of AA in order to fix the repulsors (since they're now using different tags). I'll try to make sure that those fake DT bugs are fixed. If anything else jumps out at you, please report it as soon as possible.
The inaccurate range on tacnukes (and probably EMP launchers) is a carryover from the OTA version, I'll fix that, thanks.
Someone please give some more information about how L2 fighters are doing. Seaplane fighters as well. Any suggestions on how to fix them up a bit would also be welcome.
I'll fix those missing wreckage things. I KNEW I forgot something for those units.
edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
Posted: 27 May 2006, 17:55
by krogothe
Caydr wrote:
edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.
Caydr wrote:
I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
They need a FAT boost, they are incredibly expensive and even vs masses of pewees they still suck more than hllts/beamers, which are 5x cheaper.
Posted: 27 May 2006, 18:03
by Egarwaen
krogothe wrote:Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.
Got a replay demonstrating this?
Posted: 27 May 2006, 18:25
by Dwarden
Caydr about that DT tower movements ....
i saw arm DT tower being "pushed" to fly by Nuke explosion shockwave (the tower was on outside edge of sw range) ...
guess what - tower was flying over 4-6 map units before landing in new destination :)
Posted: 27 May 2006, 19:28
by Soulless1
yeah I was about to mention the impulse effects myself...is there some way you can make the unit immune/practically impossible to throw? I would presume so (kroggies don't fly too easily

) but I could be wrong...
Posted: 27 May 2006, 19:44
by Fanger
mass defaults to metal cost which is why kroggies are hard to throw.. so without making the DT cost an incredible amount of resources (this would blow)
id suggest adding this tag.. Mass=2000000; or a larger number that should prevent them from being tossed..
Posted: 27 May 2006, 19:47
by NOiZE
Why aren't those DT turrets nto just handeled as buildings?
Posted: 27 May 2006, 20:00
by Machiosabre
because they'd be ghosted while regular dragonsteeth arent.
Posted: 27 May 2006, 20:08
by Caydr
A guy in TASClient just told me of the same thing. Got the fix already done, so with the next release they should behave themselves. Both the mass and crushstrength just needed to be put extremely high.
Posted: 27 May 2006, 20:56
by krogothe
Egarwaen wrote:krogothe wrote:Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.
Got a replay demonstrating this?
No i dont you lazy sod, go play some games and see for yourself?
Posted: 27 May 2006, 21:12
by TradeMark
Related to units:
Good, you replaced that ugly core transport with some cooler unit, at last!
Related to code:
I found error in the weapons.tdf while trying to load it into my mod editor, on the lines 5341 and 7957 missing ; marks on end of the line.
Hovercraft commanders mode bug
Posted: 27 May 2006, 21:23
by yuritch
There is a bug in AA Hovercraft commanders version. Decoy commanders use the same model as the normal ones, and it is properly replaced by a hover, but decoy's fbis stay the same. That results in a lot of ingame COB errors, like this:
Code: Select all
CobError: Invalid piecenumber for show(flare) (in
scripts/cordecom.cob:FirePrimary at 757)
CobError: Invalid piecenumber for explode (in
scripts/cordecom.cob:Killed at 8c2)
Even more, decoy commanders have 3000 HP, Hover commanders have 6000, so they are clearly different now. Decoys even still have a weapon while Hover comms don't.
Posted: 27 May 2006, 21:54
by TradeMark
I found non-existing unit in the coralab canbuild list: corengin
Also these units were not exist but they were in the armor.txt file:
armaaak/FLAKS, coraaak/FLAKS, corbuild/ELSE
These units werent in any armor definition:
armscram, leejen, corpt
But i think those are new upcoming units?